Devout Vessel (3.5e Class)

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Devout Vessel[edit]

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Devout Vessels are mortals bound to a higher power, whether a deity, cult leader, powerful entity, or even an ideal. Unlike traditional worshippers, Devout Vessels serve as direct extensions of their chosen leader, channeling their essence in a tangible way. The bond is a two-way connection: when the leader experiences pain, the Vessel suffers as well, absorbing damage or mental strain. However, this sacrifice brings great rewards, as Devout Vessels are granted special powers called **Vessel Magic**, which is unique to them and their bond.

These powers manifest in different ways, depending on the nature of the leader or entity they are devoted to. The stronger the connection, the greater the abilities the Vessel can wield, ranging from healing and protective spells to destructive magic and otherworldly enhancements. As a Devout Vessel grows in influence and charisma, they may amass their own following and transition into the role of a **Devout Leader**, turning the cycle of devotion upon themselves and creating their own network of followers. This class is perfect for players who enjoy the complexity of balancing loyalty, sacrifice, and the pursuit of personal power.

Making a Devout Vessel[edit]

Main Stats Constitution and Charisma

Secondary Stats Dexterity and Wisdom

Strong Points & Weak Points Devout Vessels excel at supporting their leader, both absorbing damage and channeling their leader's power into potent abilities. Their high Constitution allows them to endure the strain of their bond, while Charisma helps them attract followers and amplify their influence. Their unique role in a party makes them valuable as both tanks and secondary spellcasters, depending on the nature of their Vessel Magic. However, their reliance on their leader can be a liability, as severe damage to their leader can incapacitate them. They are not as physically agile or perceptive as other classes, making them more vulnerable in situations requiring stealth or quick reflexes. Teaming up with characters that can protect or heal them will maximize their effectiveness.

Abilities 1. Vessel Magic: The most defining trait of the Devout Vessel. This innate magic varies based on the entity the Vessel is devoted to, but it often includes defensive spells, healing, and utility abilities. 2. Shared Pain: When the leader suffers damage, the Devout Vessel takes a portion of that damage. This ability represents the deep bond between Vessel and leader. 3. Favor Gained: For every instance of damage absorbed, the Vessel gains favor, which can be used to enhance their abilities or grant temporary bonuses. 4. Devout Leadership: Upon reaching a certain level, the Vessel may gather their own followers, becoming a Devout Leader. This unlocks new abilities tied to managing and empowering their followers.

Races Any race can become a Devout Vessel, but races with strong connections to religious or spiritual practices (such as Aasimar, Tieflings, and Humans) are more likely to follow this path.

Alignment

Any
Starting Gold 4d6×10 gp (140 gp)  

Starting Age: Moderate (as Fighter)

Table: The Devout Vessel

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +0 +1 Shared Suffering, A Cut for a Cut, Intimidating Presence | If taken at first level,2 vessel bonus feats
2nd +2 +2 +0 +2 A Cut for a Cut II, Bolstered Charisma Vessel Divisions
3rd +3 +3 +0 +3 Leader's Lesser Favor Vessel Bonus Feat
4th +4 +4 +0 +4 A Cut for a Cut III, Vessel's Specialization
5th +5 +5 +1 +5 Leader’s Vessel I Vessel Bonus Feat
6th +6 +6 +1 +6 Control: Minor Contracting, Healing: Regenerative Vitality, Mental: Enhanced Nightmare Control, Power: Temporary Empowerment
7th +7 +7 +1 +7 Leader’s Vessel II Vessel Bonus Feat
8th +8 +8 +2 +8 Life for a Life
9th +9 +9 +2 +9 Unyielding Devotion Vessel Bonus Feat
10th +10 +10 +2 +10 Supreme Favor
11th +11 +11 +3 +11 Transcendent Summon
12th +12 +12 +3 +12 Exalted of the Leader Vessel Bonus Feat
13th +13 +13 +4 +13 Exalted Ability Gained
14th +14 +14 +4 +14 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level.
15th +15 +15 +4 +15 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level.
16th +16 +16 +4 +16 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level. Vessel Bonus Feat
17th +17 +17 +4 +17 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level.
18th +18 +18 +5 +18 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level.
19th +19 +19 +5 +19 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level.
20th +20 +20 +6 +20 Extra Exalted Ability: The Devout Vessel gains one additional Vessel ability from the list available starting at 13th level. Vessel Bonus Feat

Class Skills (4 + Con modifier per level, ×6 at 1st level)
Diplomacy, Intimidate, Knowledge (Religion), Sense Motive, Survival, Bluff, Heal, Gather Information, Listen, Hide, Move Silently


Vessel Divisions[edit]

Every level after First you can put one rank into a vessel magic division wich allows you to use Vessel Magic such as the death division and the life division, (You may at max only have 4 different Divisions) You may also chose your preferred division at Third level allowing you to gain 3 ranks it in every level instead of 1

https://www.dandwiki.com/wiki/Vessel_Magic_Divisions

Class Features[edit]

https://www.dandwiki.com/wiki/Category:Vessel_Bonus_Feat You may only choose from these bonus feats

All of the following are class features of the Devout Vessel

Weapon and Armor Proficiency: Devout Vessels are proficient with all types of armor, including light, medium, and heavy armor, as well as shields. They are also proficient with All simple weapons and any magical weapons that their Devout Leader may provide. Additionally, they can wield special Vessel-related weapons bestowed upon them by their leader, which are often imbued with unique properties or magical enhancements. However, they are not proficient with martial weapons or any weapons outside the scope of their Vessel-related gear.

Class Features


(1st Level) Shared Suffering : This ability allows the Devout Vessel to absorb the damage that their Devout Leader would normally take from using a Vessel ability. Instead of the leader suffering the damage, the vessel takes on the harm, demonstrating their deep connection and loyalty.

(1st Level) A Cut for a Cut : This ability ensures that an attack made by the vessel is guaranteed to hit, but it comes at a cost. Both the vessel and the target take 1d6 piercing damage, and the target, along with the vessel, will suffer 1 point of bleeding damage per turn for the duration of the effect. (Anyone Within 100 Feet) (1 Turn) This reflects the vessel's willingness to endure pain in service of their mission.

(1st Level) Intimidating Presence  : The vessel can add their Constitution modifier to their Intimidation checks, showcasing their ability to project their inner strength and resolve. This represents their physical and spiritual fortitude, amplifying their presence in tense situations.


'2nd-Level Abilities'


A Cut for a Cut II: This upgraded version of the initial ability enhances the effect of your attack. When using **A Cut for a Cut**, the bleeding damage now lasts for an additional turn. This means both you and the target will continue to suffer 1 point of bleeding damage per turn for a total of 2 turns, reflecting an even greater sacrifice for the effectiveness of the attack.

Bolstered Charisma: You gain an additional benefit from your physical fortitude. Add your Constitution modifier And Your Strength Modifier to your Charisma modifier. This reflects the way your strong presence and resilience bolster your ability to influence and command others, enhancing your effectiveness in social and leadership situations.


3rd-Level Ability


Leader's Lesser Favor: Your deep connection with your Devout Leader grants you enhanced support and recognition. When within 60 feet of your Devout Leader, you receive a +2 bonus to all your base ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). This represents the Leader’s greater focus on you due to your increased importance and worthiness compared to lower-level vessels. This bonus reflects the Leader’s heightened favor and their commitment to aiding you directly in your endeavors.


4th-Level Abilities


1. A Cut for a Cut III: This advanced version of your signature ability intensifies its effects. When using **A Cut for a Cut**, the damage dealt increases to 2d6 piercing damage, and the bleeding effect now persists for 3 turns. Both you and the target will suffer from 2d6 piercing damage initially, followed by 1 point of bleeding damage per turn for 3 turns. This demonstrates the heightened sacrifice you’re willing to make for the effectiveness of your attacks.

2. Vessel's Specialization: At this level, you can define your future abilities by choosing your specialization. You may select up to 2 different subtypes of vessel abilities from the following main types:

  - Power: Enhancements to your physical or magical prowess.
  - Healing: Abilities that restore health or cure ailments.
  - Control: Advanced abilities for manipulation, such as enhanced seduction, intimidation, or other means of getting others to comply with your will.
  - Mental: Abilities related to mental influence or disease, affecting thoughts or inflicting psychological effects.


Control: Charismatic Surge: For 1 hour, you can double all base Charisma-related rolls for yourself, including Charisma-based skill checks, saving throws, and attack rolls. This ability can be used once per day. This reflects your heightened ability to influence and persuade others through sheer force of will.

Healing: Restoration**: You can heal hit points equal to your class level to an ally, your Devout Leader, or yourself. This ability can be used any number of times per day. This represents your deep connection with your leader, allowing you to channel divine energy to mend wounds and restore health Apon Doing So You Take 2 Damage Every Heal But Can Be Used As A Swift Action.

Mental: Nightmare Inducement**: You gain the ability to force a Will save against an enemy with a DC of 14 + your class level + your Charisma or Constitution modifier (whichever is higher). On a failed Will save, the enemy falls into a nightmare-like state, incapacitating them for 2 turns. This ability can be used once per day. This showcases your power over the minds of others, plunging them into a state of fear and confusion.

Power: Enhanced Resilience**: Once per day, you can reduce all physical damage you take by half for 2 minutes (2 turns). This reflects your pure devotion, which significantly enhances your durability and resistance to physical harm.



5th-Level Ability


Leader’s Vessel I: You become a lesser vessel for your Devout Leader, enabling a unique form of soul transfer. If your Devout Leader's body is destroyed and they cannot be resurrected or restored in any other way, they can attempt to transfer their soul into your body.

Upon this transfer attempt, you may choose to roll a Will save against a DC of 15 + their level + half their Constitution modifier + their Charisma modifier. On a successful save, the transfer fails, and your Devout Leader remains lost. On a failed save, the transfer succeeds, and your Devout Leader’s soul merges with yours.

In this event, your Devout Leader loses all their racial bonuses and gains your racial bonuses instead. They also retain their previous class levels and any soul or non-body related abilities or feats they had. For example, if they were a Bender and you are not, they would lose all bending abilities. However, if they were a Sorcerer or Rogue, they would retain those abilities as they are related to their soul and not dependent on the body.

This ability allows you to preserve the essence of your Devout Leader, even if their physical form is lost, maintaining their power and influence through you.


6th-Level Abilities


Control: Minor Contracting: You gain the ability to form minor contracts with others, akin to but weaker than deity contracts. These contracts are less binding but functionally similar, allowing you to make agreements that grant you favor with the contracted individual. When you form a contract, the individual becomes effectively bound to you as if they were a member of your group or, if you are a Devout Leader, they become your follower. The contract must be feasible and cannot involve deities or entities of a level up to twice your own. This ability provides a way to extend your influence and strengthen your network through formal agreements.

Healing: Regenerative Vitality: You gain a healing factor that restores 1 hit point per turn. This regenerative ability helps you recover from injuries more quickly and sustain yourself in prolonged battles or recovery periods, enhancing your durability and self-sufficiency.

Mental: Enhanced Nightmare Control: You gain the ability to manipulate the nightmares of those you affect. The nightmare state now lasts for 4 turns instead of 2, and you can control the content of the nightmare to some extent. This allows you to instill deeper fear or confusion in your enemies, making your mental manipulation even more formidable.

Power: Temporary Empowerment: Once per day, you can channel some of your Devout Leader's power to temporarily enhance your own abilities. You gain a bonus to all ability scores equal to half your Leader’s ability scores. This temporary boost reflects the potent influence of your Leader's power, significantly enhancing your capabilities for a short duration.


7th-Level Ability


Leader’s Vessel II: This ability upgrades your previous bond with your Devout Leader. You are no longer a lesser vessel; instead, your soul becomes crucial to your Leader. If your Devout Leader’s body is destroyed and they attempt to transfer their soul into yours, you will not cease to exist.

In this upgraded state, your soul is of great importance to your Leader. When both you and your Leader die, your soul will transition to the next vessel, maintaining the connection and continuity of your devotion. Additionally, the increased favor you receive from your Leader often results in you being gifted a vessel of your own. This means you gain a lesser vessel or another similar boon that acknowledges your significant role and strengthened bond with your Leader.


8th-Level Ability


Life for a Life: As an ultimate act of sacrifice and devotion, you can invoke this powerful ability to protect yourself or your allies at great personal risk. By using **Life for a Life**, you inflict damage equal to Double your current hit points upon yourself, but you simultaneously deal the same amount of damage to your target.

The effectiveness of this ability is determined by a Will save, with a DC of 18 + your Constitution modifier + your class level. If the target fails the save, they suffer the full damage, reflecting the tremendous cost you are willing to pay to ensure their suffering.

This ability can only be used once per day and represents the extreme lengths to which a Devout Vessel will go in their service and devotion.


9th-Level Ability


Unyielding Devotion: At 9th level, your commitment to your Devout Leader and fellow followers reaches a level of unwavering loyalty. You are completely unaffected by any effects or abilities that would attempt to sever your connection with your Leader or disrupt your role as a devoted servant.

Any rolls, effects, or abilities designed to cause you to abandon your Leader or betray your followers are entirely negated. This includes magical or supernatural attempts to sway your allegiance, manipulate your loyalty, or force you to act against your Leader or group. Your devotion is so profound that nothing can compromise your bond or change your course of action.


10th-Level Ability


Supreme Favor: At 10th level, your significance to your Devout Leader reaches its zenith. Your Leader’s support becomes profoundly more impactful, granting you extraordinary benefits when you are within their presence.

While you are within 100 feet of your Devout Leader, you gain a +4 bonus to all ability scores, reflecting their immense favor and the enhancement of their power upon you. Additionally, you and your Leader establish a telepathic link, allowing for constant communication and exchange of thoughts regardless of distance. This telepathic bond ensures that you can converse with your Leader and coordinate with them seamlessly, enhancing your strategic and operational synergy.


11th-Level Ability


Transcendent Summon: At 11th level, your bond with your Devout Leader is so profound that you gain the ability to instantly transport yourself to their location, regardless of distance.

You can use **Transcendent Summon** twice per day to teleport directly to your Leader’s side, no matter where they are. This ability allows you to bypass any physical obstacles or distances, ensuring that you can be with your Leader in critical moments. The teleportation is instantaneous and does not require any specific preparation or incantation.


12th-Level Ability


Exalted of the Leader: At 12th level, you ascend to become one of your Leader’s Ten Exalted, gaining a position of significant power and influence within their ranks. This esteemed status grants you the following benefits:

- Followers: You automatically acquire up to 10 devoted followers of your own. These followers are loyal and ready to assist you as needed, providing support, performing tasks, and bolstering your presence within your Leader's domain.

- Special Training: Your Leader personally trains you in advanced Vessel abilities, including powerful techniques not available to lower-level followers. One such ability is **The Unseen Claw**:

 - The Unseen Claw: This ability conjures a mystical claw that cannot be seen by anyone who is not a Leader or not a minimum of level 12 in their devoted followers. The claw can carry up to 100 pounds and has a reach of up to 20 feet Away From You. It deals 3d10 damage and can be summoned for up to 2 minutes. It operates independently with its own initiative and can be used twice per day.


Vessel Abilities at 13th Level and Higher

At 13th level, and at each level thereafter, the Devout Vessel gains the unique opportunity to enhance their divine connection with their Leader through a selection of advanced Vessel abilities. Each of these abilities represents a profound manifestation of their devotion and the deepening bond with their Leader.

Gaining Abilities:

Upon reaching 13th level, the Devout Vessel can choose one ability from the following list. This selection reflects their growing mastery and the increasing favor of their Leader. At each level after 13th, the Vessel gains the option to learn an additional Vessel ability from this list. This allows the Vessel to tailor their powers to their personal strengths and the specific needs of their ongoing service to their Leader.



Absolute Devoutness The Devout Vessel always Gains A +5 To All result on Charisma rolls when interacting with their followers. This is a passive effect.

2. Teleportation: The Devout Vessel can instantly teleport to any location they have previously visited, provided that their Leader does not forbid it.

3. Vessel Mech: The Devout Vessel can create a mech-like humanoid vessel made from their life force. This vessel has an AC of 15 plus the Devout Vessel’s AC but causes the Vessel to take 3 hit points of damage each turn while inside.

4. Vessel's Shield: The Devout Vessel can create a protective shield around themselves or an ally within 30 feet, providing a +5 bonus to AC and saving throws for 1 minute. This ability can be used once per day.

5. Soul Link: The Devout Vessel establishes a telepathic link with their Leader, allowing them to share thoughts and communicate across any distance. This ability can be used to relay messages instantly and silently.

6. Essence Drain: The Devout Vessel can drain the life force of an enemy within 30 feet, dealing 4d6 necrotic damage and healing themselves for half the amount of damage dealt. This ability can be used once per day.

7. Eternal Resurgence: The Devout Vessel gains a regenerative ability that heals hit points equal to their Constitution modifier plus half their Charisma modifier at the start of each of their turns. However, this regeneration is interrupted if the Vessel is attacked by anything using Vessel abilities or if their Leader decides to disable the regeneration. Additionally, if the Vessel is attacked with blight damage, their regenerative ability is negated until the start of their next turn. This ability represents the Vessel’s deep connection to their own essence and the favor of their Leader but also acknowledges the vulnerability of their divine link. This ability can be used continuously, but its effectiveness can be influenced by external factors.

8. Echo of the Leader: The Devout Vessel can channel a portion of their Leader's power to mimic one of their Leader’s abilities or spells. The effect lasts for 1 minute and can be used once per day. The specific ability or spell is chosen when this power is activated.

9. Celestial Blade: The Devout Vessel can summon a celestial weapon made of pure energy. This weapon deals 3d8 radiant damage on a successful hit and grants the Vessel a +2 bonus to attack and damage rolls. This weapon lasts for 10 minutes and can be used once per day.

10. Chain of Devotion: The Devout Vessel can manifest a chain made of their Vessel energy. The chain radiates dark purple and has its own sentience and initiative. It attacks any creature of opposite alignment to the user or any target the user specifies. The chain can move up to 20 feet from the user and has a durability equal to twice the user's hit points and an AC equal to the user's AC. It can be summoned for any amount of time, but dissipates if a different Vessel ability is used.

11. Omniscient Sense: The Devout Vessel gains the ability to perceive everything within a 60-foot radius for 10 minutes, including hidden or invisible creatures, traps, and magical auras. This ability can be used once per day.





Ex- Devout Vessel[edit]

If a Devout Vessel ever separates from their leader by any means other than ascending to become a leader themselves, they forfeit all ongoing abilities and benefits granted by their previous leader. This includes any special powers, bonuses, or unique features tied to their previous leader’s favor. The vessel's connection is integral to their powers; thus, losing their leader means losing access to the abilities and protections granted by that bond When You Choose Your New Leader your Devout Vessel Level Abilities Return But Not Your Leader Specific Bonuses.


Epic Devout Vessel[edit]

Table: The Epic Devout Vessel

Hit Die: d12

Level Special
21st Twice Per Day: Once per day, Vessel abilities become usable twice per day (Passive).
22nd A Life For A Life II: Deals damage to yourself equal to Tripple your own hit points instead of 2x, and deals damage equal to triple your hit points to the target (and can't miss) Can Be Used Once Per Day.
23rd Leader's Avatar: Allows you to use all of your leader’s Abilities and stats once per day if the leader is willing (Last For 2 Turns) . When you die, your soul is automatically put back into a vessel Of Your Or Your Leaders Choosing.
24th Negate Death: Gain the ability to negate death once. Upon hitting 0 hit points, you automatically go back to A Quarter Of Your health once per day.
25th Advanced Regeneration: Gain higher regeneration, regenerating 2 hit points per turn.
26th Advanced Vessel Magic: Gain Advanced Vessel Magic, allowing you to take one 1st-level ability from the Devout Leader Prestige Class. Every level after 26th grants an additional ability. If the leader does not want you to use the abilities, they can turn them off until you reach level 30.
27th Extra Bonus Feat
28th Enhanced Advanced Vessel Magic: Gain a 2nd-level ability from the Devout Leader Prestige Class.
29th Superior Advanced Vessel Magic: Gain a 3rd-level ability from the Devout Leader Prestige Class.
30th Leader’s Champion: Become the Leader’s Champion, gaining +6 to all rolls when within 100 feet of your leader.

10 + Con modifier skill points per level.

Twice Per Day: Once per day, Vessel abilities become usable twice per day (Passive).

A Life For A Life III: Deals damage to yourself equal to 3x your own hit points instead of 2x, and deals damage equal to triple your hit points to the target (and can't miss) Once Per Day.

Leader's Avatar: Allows you to use all of your leader’s abilities and stats once per day (Last 2 Turns) if the leader is willing. When you die, your soul is automatically put back into a lesser vessel.

Negate Death: Gain the ability to negate death once. Upon hitting 0 hit points, you automatically go back to A Quarter Of Your health once per day.

Advanced Regeneration: Gain higher regeneration, regenerating 2 hit points per turn.

Leader’s Champion: Become the Leader’s Champion, gaining +6 to all rolls when within 100 feet of your leader.

Bonus Feats: The epic Devout Vessel gains a bonus feat (Any That The Dm Allows (Cant Be Racial Or Class Related Feats Obviously)every 2 levels after 20th.

Devout Vessel Starting Package[edit]

Weapons: Longsword, shortbow, and a quiver with 20 arrows.

Skill Selection: Pick a number of skills equal to 4 + Con modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Intimidate 4 Cha
Heal 4 Wis
Survival 4 Wis

Feat: Any That The Dm Allows

Gear: Leather armor, holy symbol, and explorer's pack (includes bedroll, rations, rope, and other adventuring gear).

Gold: 50 gp.

Campaign Information[edit]

Playing a Devout Vessel[edit]

Religion: Devout Vessels are deeply committed to their chosen deity, patron, or cause. They often worship deities of justice, protection, or authority, and their devotion manifests through their unique powers and abilities. They might venerate gods of war, wisdom, or healing, or even abstract ideals such as honor or order. Their religious practices typically involve rituals and ceremonies to honor their patron and strengthen their connection.

Combat: In combat, Devout Vessels act as both frontline fighters and strategic leaders. They are capable of sustaining damage and redirecting it away from their allies, thanks to their unique vessel abilities. Their role often includes using their divine or patron-based powers to support and protect their allies, while also engaging enemies directly when needed.

Advancement: As Devout Vessels advance, they typically focus on enhancing their connection to their patron and expanding their range of vessel abilities. They often seek out multiclass options that complement their role as protectors and leaders, such as Paladin for additional combat prowess and divine abilities, or Bard for improved support and versatility. Other desirable options might include classes that enhance their charisma and leadership skills, or those that provide additional utility in combat or social situations.

Devout Vessels in the World[edit]

“In every battle, I carry not just my own will but the will of my patron. To falter is to betray that sacred bond.”
—Thalric, Human Devout Vessel

Devout Vessels are esteemed in many cultures for their deep spiritual connection and their role as divine champions. They often serve as intermediaries between their deities and the mortal realm, wielding divine power with a sense of purpose and authority. Their presence is usually marked by a blend of reverence and respect, as they are seen as living embodiments of their patrons’ will.

Daily Life: Devout Vessels dedicate their days to the service of their patron. This often involves performing rituals, engaging in acts of charity, and offering guidance to followers. They might spend time training their combat skills or honing their vessel abilities. Their lives are frequently filled with quests and missions that align with their patron's goals, whether it involves protecting the innocent, enforcing justice, or combating forces of evil.

Notables: - **High Priestess Elara**: A revered Devout Vessel known for her healing prowess and leadership in her temple. - **Lord Valen**: A renowned warrior Devout Vessel who has led numerous successful campaigns against dark forces.

Organizations: Devout Vessels are often associated with religious orders, temples, and sanctuaries dedicated to their patron. These organizations may range from local cults to grand religious institutions, depending on the deity they serve. They gather for worship, strategic planning, and to aid each other in fulfilling their divine missions. Some might be part of a broader coalition of devout followers working together to achieve greater goals.

NPC Reactions: NPC reactions to Devout Vessels vary depending on their own beliefs and the reputation of the Vessel's patron. Those who share the same faith or admire their deity often view them with admiration and seek their guidance. Conversely, individuals opposed to the Vessel’s patron or skeptical of divine power may react with suspicion or hostility. In general, Devout Vessels are respected for their dedication and might, but their presence can also be a source of both inspiration and contention.

Devout Vessel Lore[edit]

Characters with ranks in Knowledge (Religion) can research Devout Vessels to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge
DC Result
5 Devout Vessels are individuals deeply committed to a specific deity or cause, drawing power from their patron.
10 Devout Vessels serve as intermediaries between their patron and the mortal world, often leading religious or moral campaigns.
15 Devout Vessels possess unique abilities that reflect the nature of their patron. They can channel divine power to protect, heal, or enforce their patron's will.
20 A Devout Vessel's connection to their patron allows them to act as living embodiments of their deity’s power. Their presence can significantly influence religious and political landscapes.


Devout Vessels in the Game[edit]

Devout Vessels can be found across diverse settings, from bustling cities to remote temples. They come from various backgrounds and races, but their unifying trait is a deep commitment to their patron deity or cause. In gameplay, they often take on roles as both leaders and protectors, using their divine connection to support their allies and combat threats. They can be found as both player characters and NPCs, playing crucial roles in religious or moral campaigns, offering guidance, and providing powerful support in battles.

Adaptation: Devout Vessels can be adapted to fit various campaign themes. They could be portrayed as enigmatic figures whose true motives are shrouded in mystery, or as charismatic leaders rallying followers to a grand cause. For a darker twist, they might be zealots whose devotion borders on fanaticism, driven by a rigid and unyielding interpretation of their patron’s will.

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